• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 05:38
CEST 11:38
KST 18:38
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro24 Preview: Summer's End4Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7
Community News
GSTL Returns in 2026!42Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0SC4ALL II: Brood War - $2500 - Dec 5-611
StarCraft 2
General
GSTL Returns in 2026! Balance hotfix patch 5.0.16b (July 16) SC4ALL: II Talent Announcement! Protoss AoE skill expression Weekly Cups (Aug 3-9): Protoss get shut out
Tourneys
WardiTV Mondays PIG STY FESTIVAL 8.0! (13 - 23 August) 2026 KungFu Cup Announcement Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Announcement
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout Mutation # 537 Hostile Territory
Brood War
General
[ASL22] Ro24 Preview: Summer's End Rush's Odyssey Controversy BW General Discussion StarCraft 64 is coming to Philly at SC4ALL II Best Games Kespa era
Tourneys
[ASL22] Ro24 Group A CSLAN 4 is Coming! ASL Season 22 LIVESTREAM with English Commentary [Megathread] Daily Proleagues
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
Artificial Intelligence Thread US Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread The Letting Off Steam Thread
Fan Clubs
MarineLorD Fan Club The ShoWTimE Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
MLB/Baseball 2023 Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
LOCKPICKING NOOB
LUCKY_NOOB
Chinese Gen Z: Between Dream…
TrAiDoS
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9685 users

Creative balancing

Blogs > kidcrash
Post a Reply
kidcrash
Profile Joined September 2009
United States623 Posts
October 16 2010 06:16 GMT
#1
I'm not claiming to be an expert in game design or that I have a better perspective of judging game balance than Blizzard does. When I look at balance patch 1.1.2, I like all the intentions that they had and the direction they are going with the patch. The changes also seem drastic overall, when other more elegant solutions may have been available.

I like patch changes that add to the strategic depth of the game and take as little away from it as possible. I look at the changes to reaper speed, the void ray nerfs, and the depot before rax prerequisite and I feel like everything is just becoming streamlined and dumbed down. Why can't they accomplish the same things without limiting strategy? They're solutions seem uncreative and dull to me.

Let's take an example of how we can nerf something but compensate by adding some sort of decision making or strategy involved with the change. Let's say instead of lowering the void ray speed they could have changed how the upgrade worked all together. What happened if the flux vanes upgrade was an ability that when you activated it, would give the void ray a speed increase equal to pre-patch 1.1.2. This would drain it's energy (at a rate faster than banshee cloaking or medivac heal rates) and the speed booster mode would be enabled. It would work similar to how the stamina bar worked in Diablo 2.

This would also compensate for the fact that 2 units who you could feedback were changed to cool down units in the new patch by adding a new unit to feedback, albeit it would be in PvP. Sorry for ranting everyone, but I feel like these changes could had been way more subtle and delicate than changing fundamental game mechanics and dropping 2 nerfs on one unit in the same patch before seeing for a little bit how the first nerf goes.

Shit I almost forgot about the building HP buff.... a direct side effect of marauders being way too effective. Another example of uncreative balancing. Why do they insist on changing core aspects of the game while ignoring the source of the problem?

Here are some creative ways to fix the problem instead of adding 500 HP (not a small amount by any means) to a building. I mean seriously, if you have to add that much health to any unit or building and the games not in beta anymore, something bigger is amiss.

Choose any:
1. -1 range on Marauder. Concussive shells now add 1+ range in addition to snare, cost adjusted to 100/100
2. Stim cost adjusted to 150/150 (not creative but not limiting strategy either because people would still get stim anyways, it's that good).
3. -25 Hp. Marine shields now also give marauders +20 HP.

(Yeah I know I love upgrades) Now you may be pointing out that I didn't even touch the damage, but I feel as if subtle changes like this still impact the overall effectiveness of a unit or strategy. I don't know, I'm not a game designer by any means but I just feel as if adding HP to buildings for all 3 races is side stepping the deeper issue.

****
wozjflwnl
Profile Joined May 2010
Canada344 Posts
Last Edited: 2010-10-16 06:26:12
October 16 2010 06:21 GMT
#2
+20 HP on marauders I think is way to much. Since they soak up a good amount of dmg already.
kidcrash
Profile Joined September 2009
United States623 Posts
Last Edited: 2010-10-16 06:28:41
October 16 2010 06:26 GMT
#3
On October 16 2010 15:21 Stretsful wrote:
+20 HP on marauders I think is way to much.


Yeah that number is just a rough estimate and could be tweaked as seem fit by others.

Edit: Just to make it clear I was talking about removing 25 hp from the marauder and then the shields adding back 20.
Scarecrow
Profile Blog Joined July 2009
Korea (South)9175 Posts
October 16 2010 06:42 GMT
#4
I like that idea with the marauder hp change using the upgrade. Keeps them strong enough for late game whilst balancing the early game.
Yhamm is the god of predictions
.Aar
Profile Joined September 2010
2177 Posts
October 16 2010 06:49 GMT
#5
The -range would be okay, I guess. I want Marauders to be in front of my Marines to tank damage anyway and I suppose it would be nice to have them do it themselves with no further micro from me. Plus they have Concussive Shells so it's not like once they've hit something they're going to have a problem hitting it again.
now run into the setting sun, and suffer, but don't mess up your hair.
kidcrash
Profile Joined September 2009
United States623 Posts
October 16 2010 07:02 GMT
#6
On October 16 2010 15:49 .Aar wrote:
The -range would be okay, I guess. I want Marauders to be in front of my Marines to tank damage anyway and I suppose it would be nice to have them do it themselves with no further micro from me. Plus they have Concussive Shells so it's not like once they've hit something they're going to have a problem hitting it again.


Well the idea would be to have the +1 range come back with concussive shells. So in that circumstance, they actually would have a problem hitting their targets again. It would require micro still, just different positioning at first.
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
Last Edited: 2010-10-16 07:30:58
October 16 2010 07:29 GMT
#7
Because the problem wasn't 'marauders are too good', it was 'nexus's die too quickly to marauders'. Where your suggestions fall short is that they are broad ranging solutions to small problems, which will overlap into other situations that marauders are just fine.

The problem was that people would drop or use small marauder forces to pick off nexus's ridiculously quickly. Little snipes like this should not be able to do that! They should be able to pick off workers, pylons and MAYBE a tech building. Not an HQ. Now it's going to be much harder to snipe HQ's if the protoss is paying attention. Yeah, occasionally I'll crack through that shields/hp with my small marauder group but now we can confidently state it was a lapse in the
protoss player, not a balance issue.

It's kinda like saying "I think increasing hatchery and Lair health is a bad way to fix tank drops on Lost temple. Instead we should just make dropships dropping an upgradable research from the tech lab". Well, no. That's one situation where a medivac is really good, now why should that affect all the other situations?

The other problem is that dropships with marauders in them were being crazy good, so they nerfed dropship speed considerably (they get out-run by stalkers now, making dropping more dangerous)

Blizzard made the right choice. Just nerfing marauders would be been stupid. They aren't the problem in this MU and people should stop talking about them in that way. They NEED to be as good at killing ground targets as they are. Blizzard fixed the problems with marauders which was they sniped nexus's and dropped people like crazy, and they fixed them without chaning anything about the marauder which was the right thing to do.

What I don't like about the patch was the void ray nerf and the reaper speed nerf. Those sucked. Voids should of just had vs non-armoured reduced a bit at their charged up level (because the rate they killed marines was crazy good). I think the flux vanes thing was for team games, which I'm ok with because no-one got that ability in 1v1's anyway. No big deal there.

ProgamerAustralian alcohol user follow @iaguzSC2
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
Last Edited: 2010-10-16 07:30:45
October 16 2010 07:30 GMT
#8
edit- oops, double post. Hit quote instead of edit ><
ProgamerAustralian alcohol user follow @iaguzSC2
kidcrash
Profile Joined September 2009
United States623 Posts
October 16 2010 08:05 GMT
#9
On October 16 2010 16:29 iaguz wrote:
Because the problem wasn't 'marauders are too good', it was 'nexus's die too quickly to marauders'. Where your suggestions fall short is that they are broad ranging solutions to small problems, which will overlap into other situations that marauders are just fine.

The problem was that people would drop or use small marauder forces to pick off nexus's ridiculously quickly. Little snipes like this should not be able to do that! They should be able to pick off workers, pylons and MAYBE a tech building. Not an HQ. Now it's going to be much harder to snipe HQ's if the protoss is paying attention. Yeah, occasionally I'll crack through that shields/hp with my small marauder group but now we can confidently state it was a lapse in the
protoss player, not a balance issue.

It's kinda like saying "I think increasing hatchery and Lair health is a bad way to fix tank drops on Lost temple. Instead we should just make dropships dropping an upgradable research from the tech lab". Well, no. That's one situation where a medivac is really good, now why should that affect all the other situations?

The other problem is that dropships with marauders in them were being crazy good, so they nerfed dropship speed considerably (they get out-run by stalkers now, making dropping more dangerous)

Blizzard made the right choice. Just nerfing marauders would be been stupid. They aren't the problem in this MU and people should stop talking about them in that way. They NEED to be as good at killing ground targets as they are. Blizzard fixed the problems with marauders which was they sniped nexus's and dropped people like crazy, and they fixed them without chaning anything about the marauder which was the right thing to do.

What I don't like about the patch was the void ray nerf and the reaper speed nerf. Those sucked. Voids should of just had vs non-armoured reduced a bit at their charged up level (because the rate they killed marines was crazy good). I think the flux vanes thing was for team games, which I'm ok with because no-one got that ability in 1v1's anyway. No big deal there.


Interesting points but to me it seems as though adding HP to buildings was a broad nerf. All the units that were too good at sniping buildings became just right but all the units that were just right to mediocre at sniping buildings will be indirectly effected as well. It just shifts the problem.
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
October 16 2010 08:36 GMT
#10
So? By the nature of the game it is almost impossible to make a change that affects a small situation and only that situation. Name anything short of a 'marauders do less damage to nexus's' change that would fix that issue without changing anything else.

You can't.

This was the best way to do it.

Besides, nexus's and hatcheries were quite fragile compared to CC's anyway. CC's can lift or grow massive 'fuck-off' cannons, and they can be mass repaired. Fair change imo.
ProgamerAustralian alcohol user follow @iaguzSC2
Patriot.dlk
Profile Blog Joined October 2004
Sweden5462 Posts
October 16 2010 09:37 GMT
#11
I think blizzards changes are subtle and yours are major in comparison.

Adding ability = major
slightly change speed = subtle
kidcrash
Profile Joined September 2009
United States623 Posts
October 16 2010 10:03 GMT
#12
On October 16 2010 18:37 Patriot.dlk wrote:
I think blizzards changes are subtle and yours are major in comparison.

Adding ability = major
slightly change speed = subtle


Maybe moderate is a better choice of wording that subtle. I'm strictly speaking in terms of effectiveness here.
green.at
Profile Blog Joined January 2010
Austria1459 Posts
October 16 2010 10:18 GMT
#13
I'd like to see more range and speed upgrades...
Inputting special characters into chat should no longer cause the game to crash.
SubtleArt
Profile Blog Joined January 2010
2710 Posts
Last Edited: 2010-10-16 13:10:07
October 16 2010 13:07 GMT
#14
On October 16 2010 17:05 kidcrash wrote:
Show nested quote +
On October 16 2010 16:29 iaguz wrote:
Because the problem wasn't 'marauders are too good', it was 'nexus's die too quickly to marauders'. Where your suggestions fall short is that they are broad ranging solutions to small problems, which will overlap into other situations that marauders are just fine.

The problem was that people would drop or use small marauder forces to pick off nexus's ridiculously quickly. Little snipes like this should not be able to do that! They should be able to pick off workers, pylons and MAYBE a tech building. Not an HQ. Now it's going to be much harder to snipe HQ's if the protoss is paying attention. Yeah, occasionally I'll crack through that shields/hp with my small marauder group but now we can confidently state it was a lapse in the
protoss player, not a balance issue.

It's kinda like saying "I think increasing hatchery and Lair health is a bad way to fix tank drops on Lost temple. Instead we should just make dropships dropping an upgradable research from the tech lab". Well, no. That's one situation where a medivac is really good, now why should that affect all the other situations?

The other problem is that dropships with marauders in them were being crazy good, so they nerfed dropship speed considerably (they get out-run by stalkers now, making dropping more dangerous)

Blizzard made the right choice. Just nerfing marauders would be been stupid. They aren't the problem in this MU and people should stop talking about them in that way. They NEED to be as good at killing ground targets as they are. Blizzard fixed the problems with marauders which was they sniped nexus's and dropped people like crazy, and they fixed them without chaning anything about the marauder which was the right thing to do.

What I don't like about the patch was the void ray nerf and the reaper speed nerf. Those sucked. Voids should of just had vs non-armoured reduced a bit at their charged up level (because the rate they killed marines was crazy good). I think the flux vanes thing was for team games, which I'm ok with because no-one got that ability in 1v1's anyway. No big deal there.


Interesting points but to me it seems as though adding HP to buildings was a broad nerf. All the units that were too good at sniping buildings became just right but all the units that were just right to mediocre at sniping buildings will be indirectly effected as well. It just shifts the problem.


But units that aren't too good at sniping buildings were never meant to snipe buildings. And either way that's not really the point. Sniping nexuses and zerg tech buildings was just too easy, so they had to raise it.

Shit I almost forgot about the building HP buff.... a direct side effect of marauders being way too effective. Another example of uncreative balancing. Why do they insist on changing core aspects of the game while ignoring the source of the problem?


Since when is building health more of a core aspect than the stats to a fundamental unit? Actually since when is a ~300 HP discrepancy to a building the core aspect of anything?
I think this sums it up best though
Because the problem wasn't 'marauders are too good', it was 'nexus's die too quickly to marauders'. Where your suggestions fall short is that they are broad ranging solutions to small problems, which will overlap into other situations that marauders are just fine.

Morrow on ZvP: "I'm not very confident in general vs Protoss because of the imbalance (Yes its imbalanced, get over it)."
Please log in or register to reply.
Live Events Refresh
Next event in 22m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Sea 2959
Soulkey 824
PianO 741
Killer 548
Larva 420
EffOrt 284
ZerO 213
Mind 152
Sexy 120
Pusan 53
[ Show more ]
Light 51
Mong 51
sSak 46
Bale 28
sorry 25
Terrorterran 9
Counter-Strike
olofmeister1749
zeus382
kRYSTAL_41
edward24
Super Smash Bros
Mew2King107
Other Games
singsing1992
ceh9633
crisheroes226
ZerO(Twitch)8
[ Show 12 non-featured ]
StarCraft 2
• StrangeGG 45
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV825
• lizZardDota2267
League of Legends
• Stunt474
Upcoming Events
Afreeca Starleague
22m
Rush vs Hm
Bisu vs Shuttle
WardiTV Weekly
1h 22m
The Patches Monday
6h 22m
Afreeca Starleague
1d
Sharp vs Shinee
Action vs Shine
GSL
1d 1h
PiGosaur Cup
1d 14h
Replay Cast
1d 23h
Afreeca Starleague
2 days
BeSt vs Paralyze
Jaedong vs Speed
Kung Fu Cup
2 days
Replay Cast
2 days
[ Show More ]
The PondCast
3 days
KCM Race Survival
3 days
Replay Cast
3 days
PiG Sty Festival
4 days
CranKy Ducklings
5 days
PiG Sty Festival
5 days
Sparkling Tuna Cup
6 days
PiG Sty Festival
6 days
Liquipedia Results

Completed

CSLAN 4
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
RSL Revival: Season 6
PiG Sty Festival 8.0
META DYMY #4
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

CSL Season 22: Qualifier 1
Escore Tournament S3: W8
CSL Season 22: Qualifier 2
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Big Dog Cup 2026 Div 1
Stake Ranked Episode 5
PGL Masters Bucharest 2026
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.